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Quick Reference Sheet v1.

4 By Andy Cummings

1. Initial Phase Take Cohesion test when:


1. Test for loss of Cohesion due to fleeing friends within 4” 1. Fleeing friends within 4" at the start of the turn
2. Terror test for mounted units within 8” of elephant 2. Friends break or are destroyed in hand-to-hand combat within 12"
3. Test units outside 12” for death of general previous turn 3. Charged in the flank or rear
4. Impetuous/Warband tests (Charge or Take Cohesion Test) Modifiers
4. The Army General is slain
5. Cohesion test for troops to return from off table 5. The unit suffers 25% casualties Discouraged +1
6. Remove Discouraged markers from units not in combat or fleeing from shooting in one turn Depleted (<= half bases) +2

2. Shooting Phase # Shooting Dice


1. Shooting is simultaneous Unit Type Weapon # Bases #dice per base
2. Declare all targets to be shot at Formed Infantry Bow, Long Bow First two rows 1 per Base
3. Resolve shooting +1 per 2 in 2nd row
4. Test for Commanders killed (12 on 2d6) Formed Mounted* Bow, Long Bow First row only 1
5. Take any cohesion tests Foot Skirmishers Any First two rows 1
6. Award momentum tokens Mounted Skirmishers Any All bases 1
Target Priority All other Units Hand hurled weapons, First row only 1
1. Closest enemy able to charge Slings, Handguns, Xbow
2. Closest enemy Elephant, Chariots All All 1
3. If two or more enemy units are equidistant from the *Mounted: Cavalry, Camels and Chariots
shooters and covering an equal amount of their front- Shooting ranges To hit target modifiers
age, then shooting is split equally Weapon Short Long Factor To Hit
4. Only Skirmishers in rear or flank of enemy Hand Hurled Weapons** 6 - Superior Shooters +1
engaged in combat which has a 2nd row of bases can
Handgun 9 18 Inferior Shooters -1
shoot into combat
Light Crossbow 9 18 Long Range (except Handguns) -1
Defence modifiers for shooting Sling 9 18 At Skirmishers -1
Weapon Modifier Bow, Longbow, CrossBow 12 24 Soft Cover -1
Crossbow, Long Bow at short range +1 ** Includes: Rocks, Javelins, Darts & Throwing Hard Cover -2
Handguns at short range (9”) +2 Axes Handguns at Long Range -2
Handguns at long range (18”) +1 A to hit of 7 automatically misses At Light Chariots -1
Cumulative Award of Momentum tokens for Shooting Results Front of Phalanx, Shieldwall, Spara -1
Casualties (round up) Result Tokens Parthian Shooters -1
10% of Units figures Formed Unit is Discouraged 1
25% of Units figures Formed Unit is Discouraged, All units take a Cohesion Test 1

3. Movement Phase Movement Rates


1. Roll initiative (allocate Momentum Tokens) Unit Type Movement
2. Declare Charges, Charge Responses and Disengagements in order: Commanders: Horse, Camel, Chariot 16”
cavalry, camelry & chariots first for each player, Commanders: Foot, Elephant 12”
then infantry & elephants for each player
Cavalry, Light Chariots 16”
3. Rally Fleeing Troops (if in command radius)
4. Compulsory Moves Barded Cavalry, Heavy Scythed Chariots, Camels, Elephants 12”
5. Move Chargers (allocate momentum tokens) All foot figures 8”
6. Remaining Moves including returning troops Close Order foot within 8” of enemy 4”
All units other than straight ahead 75% Move
Rally Test (Use Cohesion)
Single about face ½ Move
Type Modifier
2nd about face (except Open Order, Non Barded Cavalry) ¼ Move
Fleeing Unit +2
Non Fleeing enemy unit within 8” +1 2nd about face for Open Order, Non Barded Cavalry Free
Non Fleeing enemy unit within 8” that outnumbers +2 Add/Subtract one base depth ½ Move
fleeing unit Open Order Add/Subtract one base depth Free
Army General within command radius (excludes Skir- Generals Add/Subtract two base depths Full Move
mishers) Cohesion Difficult Terrain (except Open Order units and Skirmishers) ¼ Move
Disengagement from combat process Difficult Terrain -Open Order Units and mounted Skirmishers ½ Move
1. Cannot Disengage from combat if: Obstacles ½ Move
Fighting more than one facing Form Shield Wall ½ Move
Contacted by pursuing enemy unit previous turn
2. Take Cohesion Test, +1 if unit Fell Back previous turn Cumulative award of Momentum Tokens
If disengaging unit Breaks and Flees then enemy may pursue Unit successfully charges (not counter charge) into contact with One
3. Cavalry fighting enemy with slower movement rate do not take an enemy
Cohesion test, otherwise they must Enemy fled from your charge and you could not contact it One
4. Disengagement and Pursuit moves due to failed Cohesion Test Impetuous (warband) unit successfully charges into contact with Two
take place during the Compulsory Moves part of the Movement an enemy
phase Causing an Elephant to stampede from shooting One
4. Combat Phase Defence Values To Hit
1. All Combats are simultaneous Armour Type Defence Value Type To Hit
2. Declare Momentum tokens per combat (max 3) Light 6 Superior vs Non Superior 3
3. Who strikes first & Which models Fight Heavy/Partial Plate 5 Inferior vs Superior 5
 Pikes fighting to front Plate/Cataphract 3 All others 4
 Cavalry armed with Kontos to front Shield -1 Defended Obstacle, -1
 Units that charged that turn Large Shield/Spara -2 Phalanx, Shield wall -1
 Superior Fighters Mounted on Horse/Camel/Elephant -1 Elephant vs Skirmishers -2
 All other simultaneous Any Barding -1
4. Fight combat Howdah or Chariot -2
5. Combat results Differential
# Combat Dice
6. Moderate Combat result by Line of Battle
Unit Type #Dice per Base
 2 units divide by 2 (round up)
Cavalry, Camelry, Skirmisher 1
 3 units divide by 3 (round up)
All formed Foot 2
7. If casualties suffered - death of Commanders roll
2d6: Light Chariots 2
Heavy Chariots 3
 Winning or drawing units
Army General killed on a roll of 12 Scythed Chariot (1st Turn only) 5
Commander killed on a roll of 11 or 12 Elephant / Crew 2 Elephant / 1 Crew
 Falling Back & Breaking and Fleeing units Base in Corner to Corner Contact 1
Army General killed on a roll of 11 or 12 Bases fighting to Flank or Rear* 1/2 Rounded Up
Commander killed on a roll of 10, 11 or 12 Heavy/Throwing Spear** +1 per 2 Bases round up
8. Apply Combat results Charging/Counter Charging Shock cavalry ** +1 per 2 Bases round up
 Fall Back Units & Break Tests *Bases fighting to Flank or Rear do not receive any Weapon modifiers and cannot use Pike or Kontos
Roll 2d6 for Cohesion, Commanders Cohesion ** Only during the first round of a combat, overlapping bases do not count in this calculation
may be used Weapon Defence Modifiers
Modifiers: Combat Result Differential—variable, Weapon Defence Modifier
Discouraged +1, Depleted +2 Charging/Counter Charging with Lance +2
 Cohesion tests for units within 12” of broken Charging/Counter Charging with Spear or Kontos +1
units & death of General Halberd armed Infantry +1
9. Award Momentum Tokens
Heavy Throwing Spears (First round only) +1
10. Flee & Pursuit Moves
Double handed Swords or Axes armed Infantry +2
Combat Result Modifiers Scythed Chariot +1
Type Bonus Elephant (not crew) +2
Close Order (Except Levies) +1
Combat Results Differential
Depth Bonus +1
Difference in CR score Loser’s Action
Army General Attached +1
0-1 Continue fighting
High Ground +1
2-3 Fall back 4”, continue fighting. Discouraged
Flank Attack +1
4-5 Take Break Test. Pass fall back 4”, Discouraged, continue
Rear Attack +2 fighting. If fail Discouraged, Break and Flee
Overwhelming Numbers +1 6+ Discouraged, Break and Flee
Discouraged -1
Nervous (i.e., Flanked) -1
Combat Results Differential
1. If required moderate Combat Result by Line of Battle
Disorganised after Pursuit -1
2. If fighting to Flank or Rear read Combat Result one line lower after Battle Line Moderation
Momentum Tokens Max +3 3. Units fighting Elephants read the result one line lower after Battle Line Moderation
Tethered Camels +1 4. Losers non fighting friends in Line of Battle read their result one line higher than loser
Commanders & Command Radius 5. Shock Cavalry - against first formed enemy unit that is charged or counter-charged at any
1. Command radius: time in the game by a Shock Cavalry unit and beaten will calculate the combat result as
Army General 12”, Commander 8” normal, but read the result off the table one line lower after Battle Line Moderation
2. A commander attached to a unit is assumed 6. The first time Stubborn troops lose a round of combat by 4 or 5 (after Line of Battle
to be front centre figure of unit, make all moderation) and fail their break test, they will Fall Back 4” instead of breaking
measurements from this position not where 7. Losers charged by Warband read Combat Result one line lower after Battle Line Moderation
model is 8. Unformed units read the result two lines lower than usual
3. Isolated command figures cannot be shot at Cumulative award of Momentum Tokens for Combat
4. Commanders on elephants count attacks as Event # Tokens
crew and any casualties roll2d6 on 11 or 12 Win a round of combat without forcing the enemy back, or unable to follow up One
Commander dies If you force an enemy unit to take a Break Test
5. Units within 12” of Army General may re-roll If your unit runs down in pursuit a unit it was in combat with, and which broke
failed Break tests and ran due to a Cohesion Test result
6. Units within 12” may use Army Generals If your unit follows up an enemy that it forces to fall back in melee Two
Cohesion value for Cohesion Tests If you reduce an enemy unit to or below half strength
If your unit breaks its enemy and forces it to flee. Three
If your unit runs down a unit that fled from or Evaded its charge
Movement & Measurement 45° arc of vision at start of move
1. You can measure distances at any point during the game 4. During movement a line drawn from each front corner to the same
2. Movement is measured from the centre front of the unit to the new front corner of desired placement must not cross each other
desired placement of its centre front. 5. There must be a sufficient space for the unit to move in a straight
3. The desired placement of its centre front must lie within the units line to desired placement

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